* packed and re-ordered data in structures to minimize padding as much as possible
* reduce simulation parameters data by 80 bytes ( 112 if stripping the deprecated members )
* remove dead code
#rb titouan.deslandes
[CL 33871845 by cedric caillaud in ue5-main branch]
- symptoms : Cache would fail to set the geometry collection to be kinematic when replaying , causing also the pose to be reset regardless of the start time
- fix : make sure to note recreate the physics state if it was already created, if it was , make sure to recreate the physics proxy as well
#rb Benn.Gallagher, vincent.robert
#jira UE-214150
[CL 33520578 by cedric caillaud in ue5-main branch]
+ make corresponding contact select dataflow nodes use the updated neighbor selection logic
#rb cedric.caillaud
[CL 33462920 by jimmy andrews in ue5-main branch]
For thumbnail rendering OnCreatePhysicsState() won't be called and so we need to rely on component registration to call RefreshCustomRenderer().
[FYI] cedric.caillaud
[CL 33253607 by jeremy moore in ue5-main branch]
Refreshing custom renderer during OnUpdateTransform() happens before the fulll component hierachy has the transform applied. This means that the refreshed intance transform is based against the previous actor root transform and an offset can occur.
Move the refresh to the end of MoveComponentImpl() fixes it.
Submitting to unblock users, but will also investigate if using local transform space instead or world space is better.
[CL 33189751 by jeremy moore in ue5-main branch]
- this is in preparation of copy on write attribute support in managed array collection
#rb Brice.Criswell, kriss.gossart, vincent.robert
[CL 33172831 by cedric caillaud in ue5-main branch]
Issue was that duplicating an actor in Editor would duplicate the ISMs in the object hierachy. Because the ISM Pool was marked as transient the ISMs would be left leaking when the duplicated actor's custom renderer reregistered and created new ISMs.
[CL 33139028 by jeremy moore in ue5-main branch]
- This ensure that the geometry collection will not pretend it is broken for a split time when spawning
[FYI] jeremy.moore, guillaume.patry
[CL 32839407 by cedric caillaud in ue5-main branch]
Don't recreate geometry collection custom renderer object unnecessarily at registration.
This allows the custom renderer to cache state across register/unregister teardown.
[CL 32765749 by jeremy moore in ue5-main branch]
It does that through each geom collection creating its own ISPool. This way we get the runtime visuals and hit proxies still work.
Removed root proxy static component creation in geometry collection, and added a custom renderer that does this.
#rb cedric.caillaud
#jira UE-209654
[CL 32663574 by jeremy moore in ue5-main branch]
- make sure the dynamic collection is mark dirty after updating the scaled transform
- make sure we only scale relative to the previouly scaled transform
#jira UE-202204, UE-208293
#rb vincent.robert
[CL 32594593 by cedric caillaud in ue5-main branch]
- Proxy lifetime can exceed the lifetime of the UGeoemtryCollection so previously we can have the rest collection destroyed out from under the proxy causing it to crash
#rb cedric.caillaud, Chris.Caulfield
[CL 32540564 by benn gallagher in ue5-main branch]
Gameplay systems may want to bind to the decayed event on a geometry collection, but if it's already fully decayed the event will never fire. In order to handle this we can expose the flag so gameplay can check first before binding to the event
#rb Shaun.Kime
[CL 32009262 by benn gallagher in ue5-main branch]
- fixed anim component to properly play animation in blueprint viewports
- fixed root proxy local transform using the parent space reference pose instead of component space ones
[FYI] jacob.buck
[CL 31898734 by cedric caillaud in ue5-main branch]
- This component allow binding a geometry collection with a skeletal mesh for animation fo the root proxy meshes
#rb Chris.Caulfield, benn.gallagher, jeremy.moore
[CL 31864602 by cedric caillaud in ue5-main branch]